Masaki Oshita

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This paper presents a dynamic motion control technique for human-like articulated figures in a physically based character animation system. This method controls a figure such that the figure tracks input motion specified by a user. When environmental physical input such as an external force or a collision impulse are applied to the figure, this method(More)
In this paper, we present a novel technique for real-time cloth simulation. The method combines dynamic simulation and geometric techniques. Only a small number of particles (a few hundred at maximum) are controlled using dynamic simulation to simulate global cloth behaviors such as waving and bending. The cloth surface is then smoothed based on the elastic(More)
This paper presents a motion-capture-based control framework for third-person view virtual reality applications. Using motion capture devices, a user can directly control the full body motion of an avatar in virtual environments. In addition, using a third-person view, in which the user watches himself as an avatar on the screen, the user can sense his own(More)
We propose a multi-touch interface for character motion control with which a user can control a character’s pose freely and make the character perform various actions by simply dragging the character’s body parts using a multi-touch input device. We use style-based inverse kinematics to synthesize a natural-looking pose that satisfies given constraints(More)
In this paper, we compare gamepad and touchscreen interfaces for action selection tasks in computer games. Touchscreens are now widely used for computer games on tablets, smartphones and hand-held game consoles. However, in general, game players are considered to prefer a gamepad over a touchscreen. The motivation for this research is to compare gamepad and(More)
In this sketch, we present a middleware for computer games that has the ability to realize dynamic motion control of characters. The specific novelty of the middleware is to produce dynamically changing motions in response to physical interaction between the character and environments such as collision impulses and external forces as shown in Figure 1.
Creating long motion sequences is a time-consuming task even when motion capture equipment or motion editing tools are used. In this paper, we propose a system for creating a long motion sequence by combining elementary motion clips. The user is asked to first input motions on a timeline. The system then automatically generates a continuous and natural(More)
In this paper, we propose an automatic learning method for gesture recognition. We combine two different pattern recognition techniques: the SelfOrganizing Map (SOM) and Support Vector Machine (SVM). First, we apply the SOM to divide the sample data into phases and construct a state machine. Next, we apply the SVM to learn the transition conditions between(More)
We present a novel interface for interactive and intuitive motion control of human figures. By draw a stroke on the screen using a pen or a mouse, a user of our system can make virtual human figures perform various types of motions. An important feature of “stroke” is that it has initial and terminal points. With a single stroke, users can specify the(More)